Red Ray (5e Subclass)

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The Red Ray[edit]

Warlock Subclass

What the red shadow brings is life from the depth of what we do not know.

You made a pact with the legendary Akaei of the Grisarian oceans. One of the Old Ones, Akaei is a creature the size of a significant island. It has an alien mind that is thinks little of mortal affairs and is often impervious to attempts to siege it. The special secretions from its body are said to be life-giving. Many a sea creature in Grisaire was given life from the silt off the Akaei's body. Due to these powers, as well as the size which creates tsunamis, the Akaei is sometimes worshiped like a deity. You may have gained this pact as a member of a cult dedicated to the entity or after encountering and being chosen by the Akaei at sea.

Expanded Spell List

The red ray lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st create or destroy water, absorb elements
2nd warding wind, beast sense
3rd create food and water, slow
4th freedom of movement, control water
5th awaken, maelstrom

Titanic Movement[edit]

Starting at 1st level, you gain the Akaei's incredible momentum that never stops moving. You ignore difficult terrain when you use the Dash action, and you do not take any movement penalties when you swim.


Starting at 6th Level, your own body creates a globule of living essence that lives off your body, much like how the Akaei ferries many organisms it sustains on its own body. Your globule acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn.

When the globule drops to 0 hit points, it melts into a puddle of bodily fluid. You must spend at least 4 pounds of food on a 1-hour ritual to reform it. The globule must remain within 30 feet of you or it will melt and die instantly. The globule can attach to your body and share your space. You can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar while it is within 5 feet of you. It is absorbed back into your body until you call it out. Alternatively, you can dismiss it forever. As an action, while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 5 feet of you or in your own space. When you temporarily dismiss your familiar this way, you absorb its senses and hit points as your own. If you drop to 0 hit points while the globule is inside you, the globule dies.

Lifeskin Globule[edit]

Tiny ooze, unaligned

Armor Class 13 (13)
Hit Points 10 (3d4+3)
Speed 20 ft.

8 (-1) 16 (+3) 15 (+2) 14 (+2) 11 (+0) 10 (+0)

Skills Stealth +4
Damage Resistances nonmagical slashing, bludgeoning, and piercing
Condition Immunities blinded, charmed, deafened, exhaustion, prone
Senses blindsight 60 ft., passive Perception 14

Amorphous. The globule can move through a space as narrow as 1 inch without squeezing.

Anti-life Aversion. If the globule takes necrotic damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.


Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

Formed of an excess dripping of life force, these globules are know to occur from creatures oozing with more life energy than their own body can handle. Usually, it's a sign of those blessed with the overflowing life of the Akaei. These globules are unformed essences that can be infused into other creatures, blending with their life energy. For the pact holders of the Akaei, these things are viable familiars.

Ooze Nature

The globule doesn't require sleep.

Titanic Endurance[edit]

The Akaei's enormous body is littered with tiny, minuscule scars that it does not even recall. Starting at 10th level, whenever you take damage from a creature's successful attack, you can use your reaction to gain resistance to all the damage dealt by the creature until the end of their next turn.

Old One's Indifference[edit]

Starting at 14th level, you gain insight into the unmovable mind of an Old One. You gain immunity to being charmed and you gain proficiency in Wisdom saving throws.

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